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Tim Maroth
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.24 20:29:00 -
[1] - Quote
So to many peoples frustration the Militia Shotgun is incredibly game breaking. The rate of fire coupled with the insanely high alpha makes this weapon currently too strong to be free. In any given game right now IGÇÖm seeing a huge portion of players using nothing but the Militia shotgun (SG). The gun currently kills most suits in 1 hit. This 1 hit kill isnGÇÖt restricted to militia suits either. This makes the game boring because it is simply not viable or efficient to use suits that go splat after 1 hit. The suits that can take more than one hit are so ungodly expensive that it just isnGÇÖt cost effective to use to simply kill a guy in a militia fit. This also means more and more people are going to stay put in suits that are free giving the shot gun an even easier time. Part of the problem with it is that you have scouts with high speed bunny hopping around to close gaps then simply putting a single shot in for the kill. The gap is also not that big of one. IGÇÖve had many cases of shot gun killing at ranges where it shouldnGÇÖt have been doing full alpha damage. Many maps offer such close quarter combat that the shot gun is simply over powering the terrain. It sucks to die to one hit from a gun running circles and jumping like a rabbit around you. The gun needs it alpha cut by 50% and have the rate of fire halved, and ranged halved, for something that is free. Start with that and work your way to something that is balanced currently it is making the incentive to move to other gear mote and pointless.
Militia Grenades, again it is a case of a weapon that does too much damage for being free.
Militia Sniper Rifle, again another case of weapon killing in one shot from INSANE distances for free. Yes this one requires a little more skill to use, and some vest skill points, but it is kills other militia fits in one hit.
This isnGÇÖt a whine I want people to discuss this and post constructive conversational posts.
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XBARTX99
WarRavens
11
|
Posted - 2012.08.24 20:32:00 -
[2] - Quote
lol i remember killing you and perhaps you should learn to figth shot guns they are worthless past 20m in all seriousness shot guns are op but they arnt op from damage they are op from the fact that spread is reduced i think something else should be buffed from the skill fire rate or ammo storage would be much better but any one getting close enough to shotgun should die in one hit |
Citrutex
The High and Mighty
64
|
Posted - 2012.08.24 20:43:00 -
[3] - Quote
how to avoid shotgun deaths: 1) Situational awareness (From behind) 2) Kill the person with the shotgun before they can get close. 3) Keep moving (backwards)
how to avoid grenade deaths: 1) Situational awareness (From below) 2) Keep moving (away from the grenade) 3) Cover
how to avoid sniper deaths: 1) Situational awareness (From above) 2) Keep moving (sideways) 3) Cover |
Osiris Greywolf
Edimmu Warfighters Gallente Federation
80
|
Posted - 2012.08.24 20:55:00 -
[4] - Quote
Tim Maroth wrote:So to many peoples frustration the Militia Shotgun is incredibly game breaking. The rate of fire coupled with the insanely high alpha makes this weapon currently too strong to be free. In any given game right now IGÇÖm seeing a huge portion of players using nothing but the Militia shotgun (SG). The gun currently kills most suits in 1 hit. This 1 hit kill isnGÇÖt restricted to militia suits either. This makes the game boring because it is simply not viable or efficient to use suits that go splat after 1 hit. The suits that can take more than one hit are so ungodly expensive that it just isnGÇÖt cost effective to use to simply kill a guy in a militia fit. This also means more and more people are going to stay put in suits that are free giving the shot gun an even easier time. Part of the problem with it is that you have scouts with high speed bunny hopping around to close gaps then simply putting a single shot in for the kill. The gap is also not that big of one. IGÇÖve had many cases of shot gun killing at ranges where it shouldnGÇÖt have been doing full alpha damage. Many maps offer such close quarter combat that the shot gun is simply over powering the terrain. It sucks to die to one hit from a gun running circles and jumping like a rabbit around you. The gun needs it alpha cut by 50% and have the rate of fire halved, and ranged halved, for something that is free. Start with that and work your way to something that is balanced currently it is making the incentive to move to other gear mote and pointless.
Militia Grenades, again it is a case of a weapon that does too much damage for being free.
Militia Sniper Rifle, again another case of weapon killing in one shot from INSANE distances for free. Yes this one requires a little more skill to use, and some vest skill points, but it is kills other militia fits in one hit.
This isnGÇÖt a whine I want people to discuss this and post constructive conversational posts.
I agree with you on Shot guns, deffo op, I disagree with you about snipers though, I think it would be easier to just increase AR range. As for grenades, I think they're ok, though I wouldn't think my opinion is the most aid when it comes to them. |
Tim Maroth
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.24 20:59:00 -
[5] - Quote
Citrutex wrote:how to avoid shotgun deaths: 1) Situational awareness (From behind) 2) Kill the person with the shotgun before they can get close. 3) Keep moving (backwards)
how to avoid grenade deaths: 1) Situational awareness (From below) 2) Keep moving (away from the grenade) 3) Cover
how to avoid sniper deaths: 1) Situational awareness (From above) 2) Keep moving (sideways) 3) Cover
Your situational awareness is all nice and dandy. But in cases where they are behind you to bad the alpha has you, in the odd case it doesn't it doesn't matter because you aren't going to be able to turn around in time to do anything about it.
Moving backwards doesn't help a lot because your move speed going back is so slow, and the scout charging you strafing is gonna grab ya. Also moving back wards you are like to put yourself into a corner.
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Tim Maroth
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.24 21:01:00 -
[6] - Quote
XBARTX99 wrote:lol i remember killing you and perhaps you should learn to figth shot guns they are worthless past 20m in all seriousness shot guns are op but they arnt op from damage they are op from the fact that spread is reduced i think something else should be buffed from the skill fire rate or ammo storage would be much better but any one getting close enough to shotgun should die in one hit
The maps offer to much cover and close quarter combat in 90% of the cases.
The Opinion I'm expressing here is with MILITIA Shotguns, if the player is using one they had to purchase and it was doing this it is another story. |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.08.24 21:02:00 -
[7] - Quote
Militia shotgun: I think the shotgun in general is overpowered compared to the HMG. But I think that's mostly a problem with the HMG being underpowered. I still prefer the SMG to the shotgun myself, but I haven't tested it since the update.
Militia grenades: I have no frame of reference, I've never been killed by a grenade nor have I killed anyone with a grenade, to my knowledge. It's a Hail Mary as far as I'm concerned.
Militia sniper rifles: Never used one, and playing a Heavy has probably insulated me from whatever the problem might be. If it's killing non-scout, non-militia fits in one hit with no headshot, let's talk. If it's only killing militia fits in one shot, I don't see a problem. |
Citrutex
The High and Mighty
64
|
Posted - 2012.08.24 21:13:00 -
[8] - Quote
Tim Maroth wrote:Your situational awareness is all nice and dandy. But in cases where they are behind you....
That is the point i was trying to make... you know, be aware of whats coming up behind you.
Tim Maroth wrote: Also moving back wards you are like to put yourself into a corner.
There is a term we have to help with that.. its called... "Situational awareness"
Tim Maroth wrote: Moving backwards doesn't help a lot because your move speed going back is so slow, and the scout charging you strafing is gonna grab ya.
Just as i suggested, you might try to kill him before he gets to you? If he's strafing he's not running at you nearly as fast. |
Tim Maroth
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.24 21:16:00 -
[9] - Quote
Situational awareness is fine that isn't my issue the issue is that the militia weapon is free and wrecks even none militia fits, it gives little incentive for the user of it to upgrade and the people on the receiving end to upgrade because it starts costing them a lot more to field their suits. |
Citrutex
The High and Mighty
64
|
Posted - 2012.08.24 21:35:00 -
[10] - Quote
So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock? |
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Obama DAT
Doomheim
389
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Posted - 2012.08.24 21:40:00 -
[11] - Quote
As an assault rifle user I love meeting shotgun users on the field of battle. Unless the user is very skilled or gets the drop on me it's like taking candy from a baby. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.08.24 21:40:00 -
[12] - Quote
Militia weapons and modules are supposed to have the same effectiveness as the standard items you can buy on the market. The only difference is the high fitting costs of militia items. That's why you want to upgrade to non milita weapons: to free up some cpu/pg in order to fit advanced or complex modules on your drop suit.
Do you realize that militia items are what people will be using the majoritiy of the time given the latest adjustments to market prices? If you nerf milita weapons, everyone who is low on money will be stomped by the non milita players, and chances to gain more money will be worse.
I agree that the scout/shotgun combo seems a bit too effective, but it's only effective at close range. And to be honest, that's what I expect from a shotgun. If you're caught at short range by someone with a shotgun, you die. If you're caught in the open by someone with a sniper rifle, you die. That's how the game works, it should be true regardless of milita or non milita status.
Militia weapons need to stay competitive, because once you fall back to them, you must be able to work your way up again. |
STB Vermaak Doe
558
|
Posted - 2012.08.24 21:44:00 -
[13] - Quote
Citrutex wrote:So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock?
I'm pretty sure thats how eve goes |
Daken Cydonia
Royal Uhlans Amarr Empire
23
|
Posted - 2012.08.24 21:47:00 -
[14] - Quote
As someone who plays mostly Scout Sniper and Logistics, I can tell you that you're not going to one hit kill ANY suit with a Militia Sniper Rifle unless you:
A- Have a fair amount of damage mods (Be it weaponry skill, sniper rifle skill, Light weapon damage modifiers)
-OR-
B- Headshot
The range on snipers has gone down a LOT since the last build, especially the militia and low-tier ones. Damage mods via skill points and dropsuit modules are working as intended. Headshots cause more damage, I'd say that is also working as intended. |
Citrutex
The High and Mighty
64
|
Posted - 2012.08.24 21:54:00 -
[15] - Quote
Obama DAT wrote:As an assault rifle user I love meeting shotgun users on the field of battle. Unless the user is very skilled or gets the drop on me it's like taking candy from a baby.
this guy right here, has killed me many times in my scout/shotgun. I've also returned the favor plenty, usually only when i get the drop on him. Even that's not a sure fire win. When i get close he tends to make himself unpredictable, uses cover and breaks distance. Pretty sure he's one of those guys that even throws a grenade 'at his feet' while doing so. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.08.24 21:55:00 -
[16] - Quote
STB Vermaak Doe wrote:Citrutex wrote:So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock? I'm pretty sure thats how eve goes
Who told you that? I'm pretty sure it's not.
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STB Vermaak Doe
558
|
Posted - 2012.08.24 21:55:00 -
[17] - Quote
Eskel Bondfree wrote:Militia weapons and modules are supposed to have the same effectiveness as the standard items you can buy on the market. The only difference is the high fitting costs of militia items. That's why you want to upgrade to non milita weapons: to free up some cpu/pg in order to fit advanced or complex modules on your drop suit.
Do you realize that militia items are what people will be using the majoritiy of the time given the latest adjustments to market prices? If you nerf milita weapons, everyone who is low on money will be stomped by the non milita players, and chances to gain more money will be worse.
I agree that the scout/shotgun combo seems a bit too effective, but it's only effective at close range. And to be honest, that's what I expect from a shotgun. If you're caught at short range by someone with a shotgun, you die. If you're caught in the open by someone with a sniper rifle, you die. That's how the game works, it should be true regardless of milita or non milita status.
Militia weapons need to stay competitive, because once you fall back to them, you must be able to work your way up again.
The starter fits are suppose to be the back ups as militia will soon be bpc |
STB Vermaak Doe
558
|
Posted - 2012.08.24 22:00:00 -
[18] - Quote
Eskel Bondfree wrote:STB Vermaak Doe wrote:Citrutex wrote:So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock? I'm pretty sure thats how eve goes Who told you that? I'm pretty sure it's not.
So you're saying a well outfitted titan won't destroy a basic outfitted frigate? |
Citrutex
The High and Mighty
64
|
Posted - 2012.08.24 22:09:00 -
[19] - Quote
STB Vermaak Doe wrote: So you're saying a well outfitted titan won't destroy a basic outfitted frigate?
Frigates cant point titans. A titan cant kill a well piloted frigate. Working as intended.
Regardless, rifters still kill things that cost much more. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.08.24 22:10:00 -
[20] - Quote
STB Vermaak Doe wrote: The starter fits are suppose to be the back ups as militia will soon be bpc
Is that already a fact? Even if it is, starter fits will still use milita gear and militia weapons, won't they?
About the titan: I don't know how the gigantic weapons of a titan should track and destroy a frigate.Isn't that the whole point of different ship classes, signature radius and tracking speed? You can't get around them, no matter how much money you put into your fitting.
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Tim Maroth
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.24 22:12:00 -
[21] - Quote
I typically play with an Assault rifle. The issue here is the alpha is too high on the militia SG. In my OP yes I did hit the SG hard with a suggested nerf it was done to get people to talk. I typically don't have many issues with the SG users, I have been hit and killed in one shot at stupid ranges before though and that is frustrating. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.24 22:12:00 -
[22] - Quote
STB Vermaak Doe wrote:Eskel Bondfree wrote:STB Vermaak Doe wrote:Citrutex wrote:So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock? I'm pretty sure thats how eve goes Who told you that? I'm pretty sure it's not. So you're saying a well outfitted titan won't destroy a basic outfitted frigate?
This is more akin to the tech II guns on one ship, vs the other, identical ship having a more intelligent, proactive pilot.
Unrelated Note: Also, I'd love to see a Titan EVER hit a frigate that isn't stock still... or for that matter a sole Frigate that could ever pierce a Titan's shielding. |
STB Vermaak Doe
558
|
Posted - 2012.08.24 22:29:00 -
[23] - Quote
Zero Harpuia wrote:STB Vermaak Doe wrote:Eskel Bondfree wrote:STB Vermaak Doe wrote:Citrutex wrote:So let me get this straight,
it is your opinion that in this game, expensive Scissors should be able to beat rock? I'm pretty sure thats how eve goes Who told you that? I'm pretty sure it's not. So you're saying a well outfitted titan won't destroy a basic outfitted frigate? This is more akin to the tech II guns on one ship, vs the other, identical ship having a more intelligent, proactive pilot. Unrelated Note: Also, I'd love to see a Titan EVER hit a frigate that isn't stock still... or for that matter a sole Frigate that could ever pierce a Titan's shielding.
Well lets say a stock Titan vs a Titan with complex boosters and turrets |
Stile451
Red Star.
76
|
Posted - 2012.08.24 22:30:00 -
[24] - Quote
I use the milita shotgun with one of my logistics fits. I get kills with it because I'm sneaking up on someone to the side or from behind and blast them from short range. Anything farther than 5 meters requires more than one shot to kill and even some within take more than one if they see me and can scramble - I will die 1 out of 3 times in this case. If there is more than one enemy I have trouble killing even one of them. If there's only one at any distance I'm likely dead unless I can sprint into range or use the terrain to my advantage to either close the distance or circle around.
What I believe you are experiencing are players who have skilled up the weaponry, light weapon, and shotgun proficiencies to get the best out of the weapon - even militia weapons are dangerous in the right hands. My weaponry skill is at level 5 which gives me a 15% damage bonus and I have no SP in shotguns or light weapons. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.08.25 12:23:00 -
[25] - Quote
Stile451 wrote: What I believe you are experiencing are players who have skilled up the weaponry, light weapon, and shotgun proficiencies to get the best out of the weapon - even militia weapons are dangerous in the right hands. My weaponry skill is at level 5 which gives me a 15% damage bonus and I have no SP in shotguns or light weapons.
I bet on that, too. If the OP thinks shotguns are too powerful, maybe a look at shotguns in general is in order, but certainly not at the milita weapons in particular.
And to end the titan-frigate argument: an expensive titan will most likely wreck a low-end titan, but that's not the point. Citrutex was talking about expensive scissor vs cheap rock, not high-end rock vs. low-end rock. Your SMG should always beat a sniper rifle in CQ, no matter how high-end the sniper rifle, just like a sniper rifle should always beat the SMG at long distance, no matter how high-end the SMG. The same applies to ARs and shotguns. If this principle holds true, everything is fine, if it doesn't, the weapons in general need to be balanced better agains each other. It has nothing to do with weapons being militia or prototype. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.08.25 14:15:00 -
[26] - Quote
It's the games most powerful CQC weapon, of course it deals shitloads of damage. The deal is, its CQC ONLY weapon.
Pro-Tip: Assault rifle is Medium/semi-long range weapon, which is probably the best combination for most of the current maps in Dust 514.
keep the distance at medium range and shotguns can't do **** to you. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.08.25 14:37:00 -
[27] - Quote
Tim Maroth wrote:So to many peoples frustration the Militia Shotgun is incredibly game breaking. The rate of fire coupled with the insanely high alpha makes this weapon currently too strong to be free. In any given game right now IGÇÖm seeing a huge portion of players using nothing but the Militia shotgun (SG). The gun currently kills most suits in 1 hit. This 1 hit kill isnGÇÖt restricted to militia suits either. This makes the game boring because it is simply not viable or efficient to use suits that go splat after 1 hit. The suits that can take more than one hit are so ungodly expensive that it just isnGÇÖt cost effective to use to simply kill a guy in a militia fit. This also means more and more people are going to stay put in suits that are free giving the shot gun an even easier time. Part of the problem with it is that you have scouts with high speed bunny hopping around to close gaps then simply putting a single shot in for the kill. The gap is also not that big of one. IGÇÖve had many cases of shot gun killing at ranges where it shouldnGÇÖt have been doing full alpha damage. Many maps offer such close quarter combat that the shot gun is simply over powering the terrain. It sucks to die to one hit from a gun running circles and jumping like a rabbit around you. The gun needs it alpha cut by 50% and have the rate of fire halved, and ranged halved, for something that is free. Start with that and work your way to something that is balanced currently it is making the incentive to move to other gear mote and pointless.
Militia Grenades, again it is a case of a weapon that does too much damage for being free.
Militia Sniper Rifle, again another case of weapon killing in one shot from INSANE distances for free. Yes this one requires a little more skill to use, and some vest skill points, but it is kills other militia fits in one hit.
This isnGÇÖt a whine I want people to discuss this and post constructive conversational posts.
If you see someone with a shotgun, and approaching him at a distance of 3 meters, you fully deserve to die. Sometimes I use a shotgun, and what's you are telling about it, it's just BS. Militia shotgun kill with 1 hit scouts on close range(only and just) all other need to get at least 2 hit's(weaponry on lvl5, shotgun operation on lvl3, 1xdmg mod 3%). If you need to kill scout with shotgun, and you are intelligent guy, I'm sure you will find technique to do it from safe distant - if not then you are deserve to die.
there is no sense in your topick, if militia weapons are so strong and free, then why you don't have ISK to kill players that using it? This is just stupid. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.25 15:55:00 -
[28] - Quote
It was discussed at length and we all agree now that the hit box detection is working much better (room for improvment still) the shot gun has reared its head as overpowerd. Its providing attack power similar to prototype based weapons the meta in power out scale needs to be redone for the shotgun.
I think a combination of spread, reach, and damage neeeds to be refactored. So that a stand off distance the shotgun may take 2-3 hits to kill an but at point blank would finish off a heavy nearly as quick as current.
Have to be careful about overnerfing the shotgun though mkae it too useless and nobody wants to use it.
As for nades, I had people survive it quite often and combined with dud nade syndrom its difficult to work with or see if its working at all. As for sniper rifles I had to logis assaults and even some scouts twice and its three round magazine is wanting. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.26 02:34:00 -
[29] - Quote
shotguns are fine tbh hit detection is still poor so scouts with shotties can just zigzag and abuse hit detection and **** with it
militia shotgun from my experience using it can one shot ppl at point blank and tbh that is working as intended dont think ppl realise how hard it is to get point blank on someone on these maps and once hit detection is fixed gettin point blank on someone is gonna be even harder
no weapon should be touched till CCP can get hit detection working 100% correct then we can move to balance weapons and still the shotgun is working as intended imho
The breach already took a huge unwanted nerf due to QQing....dont get me wrong it still needed a SLIGHT nerf but what CCP did was overkill |
STB Vermaak Doe
558
|
Posted - 2012.08.26 02:39:00 -
[30] - Quote
Smg Swarm Shotgun Sniper
Full list of things that don't encourage me to spec the skill
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